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Diagonal Ave & RHW Interchange?

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As pictured, I have a diagonal avenue that will hopefully cross a diagonal RHW. In addition, I hope to include an on-ramp and off-ramp.

Is this even possible? 

Hickman-Nov. 29, 401472284953.png

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Sadly support for RHW crossings are limited to straight crossings for the most part. Even if pieces did exist, you'd have a challenge getting the ave ramp in such a tight spot.

You'd make life easier if you elevated the RHW network along the diagonal (most likely it would need to start on the straight section). Then the avenue will go right under it no problems. Ramps are possible, but I don't think diagonal elevated ones exist. However, with some creativity and perhaps a long stretch of MIS to connect it up you may just about get an intersection in place.

New diagonal height transitions and on-slopes are on the way, which would make this a lot easier, but they may or may not make NAM 35.

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That's a good point I totally overlooked. And I've been working on more path fixes for PS (MHO) today as well... doy!

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Project Symphony/Maxis Highway Override unfortunately doesn't have the parts needed, so you would be in the same boat.  rsc204's strategy is really the only solution of which I'm aware.

By all appearances, the diagonal elevated transitions (at least the ramp ones, still have to take stock of the on-slopes) are quite likely for NAM 35.  The support for on/offramps from diagonal RHWs is very limited still--ground-level RHW-2 and RHW-4 are supported by the Type A1 and B1 FLEXRamp setups, and there's still a static puzzle piece-based RHW-6C one.  The timeline for getting more added (including elevated ones) will probably be fast-tracked to a degree by the plans for QuickChange Xpress, but with NAM 36 already mostly booked up with stuff that isn't going to make NAM 35 (FLEX Turn Lanes), I'd say NAM 37 or 38 would be more likely.

-Tarkus

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53 minutes ago, Tarkus said:

Project Symphony/Maxis Highway Override unfortunately doesn't have the parts needed, so you would be in the same boat.  rsc204's strategy is really the only solution of which I'm aware.

By all appearances, the diagonal elevated transitions (at least the ramp ones, still have to take stock of the on-slopes) are quite likely for NAM 35.  The support for on/offramps from diagonal RHWs is very limited still--ground-level RHW-2 and RHW-4 are supported by the Type A1 and B1 FLEXRamp setups, and there's still a static puzzle piece-based RHW-6C one.  The timeline for getting more added (including elevated ones) will probably be fast-tracked to a degree by the plans for QuickChange Xpress, but with NAM 36 already mostly booked up with stuff that isn't going to make NAM 35 (FLEX Turn Lanes), I'd say NAM 37 or 38 would be more likely.

-Tarkus

What about diagonal on-slope transitions? Could they work here?

BTW, how can FLEX turn lanes work?


Formerly known as vejtics /ˈveɪtɪks/ (VAY-ticks).

Check out my geofiction work on OpenGeofiction.

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Diagonal OST's could help with making the height transition during the diagonal part. But ultimately the ramps themselves would probably need to be placed on a straight section somewhere.

Flex turn lanes have existed for ages, plop a OWR road stub (just click with OWR selected), in the intersection of two roads. It will convert to turning lanes.

Anyways, having thought about how to achieve an intersection and crossing here, I took that as a challenge, I therefore present to you:

RHW-Diag-Intersection.jpg

So I've run the L0 MHO through a 7.5 Trench, allowing me to use Diagonal on-slopes for the Avenue crossing to keep things neat.

Then I've run a feeder using Avenue/MHO, two D1 outside ramps, connecting to a D1 inside ramp and two branches of MIS. A smattering of height transitions and curves to get everything where it needs to go and eh-voilà, you have an intersection.

I'm guessing your intentions were a more compact interchange around the point of the Avenue crossing. But sometimes you have to get creative and then you end up with some nice looking junctions and a bit of variety. I made a second one which is a more traditional setup, actually this could probably be way more compact too.

RHW-Diag-IntersectionII.jpg

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Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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Oh, I knew about the OWR-based turn lanes. I thought of something more advanced (perhaps the same system as FlexFly?).

How did you manage to have a D1 exit on a MHW?

One more thing: I wouldn't transition the RHW-2's into roads.


Formerly known as vejtics /ˈveɪtɪks/ (VAY-ticks).

Check out my geofiction work on OpenGeofiction.

I use Arch btw

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1 minute ago, FOSC tule00 said:

How did you manage to have a D1 exit on a MHW?

Easy, MHO (Maxis Highway Override, otherwise known as PS or Project Symphony) contains D1 ramps in the Ramps menu. The other one was RHW-Based.

2 minutes ago, FOSC tule00 said:

One more thing: I wouldn't transition the RHW-2's into roads.

If you don't, you can't connect to either the Avenue or the Avenue Roundabout. But if you prefer you could just transition straight to RHW-2, after placing initial stubs to connect them up.

  • Like 1

Head over to my Lot and Mod Shack to keep abreast of my latest developments.

Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

p.s. - I'm MGB over on SC4D and a member of the NAM team.

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2 hours ago, FOSC tule00 said:

What about diagonal on-slope transitions? Could they work here?

BTW, how can FLEX turn lanes work?

As I mentioned in my previous post, we still have to take stock of the diagonal on-slope work before we can commit to it being part of NAM 35.  There's a good chance of it, but I can't officially confirm at this point.

In addition to the OWR setup that rsc204 described, there are plans in place to replace the existing TuLEPs with a FLEX implementation.  We've been working on it intermittently since NAM 32, and it had looked like it'd be part of NAM 35, but it's a pretty complex undertaking, so it's been pushed out.  It relies mostly on starter/transition hybrid pieces.

-Tarkus

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